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Neo Enigma is a complete overhaul of it's predecessor, Enigma. My goal was to create a balanced map with the same basic concept of the original Enigma: A macro-oriented rotational symmetry 4 player map with a nearby third and 4th where either expansion would be viable depending on spawns; and I believe that is exactly what I've done.
iCCup Neo Enigma 1.0 - Click to see super high res image
Features -LOS Blockers surrounding the unbuildable center & Xel'Naga Tower. -Destructible rocks blocking close access to nearby expansion. -Both the 3rd and 4th can be harassed via the nearby cliff. The cliff near the gold is not buildable. -LOS Blockers outside the ramp to the natural expansion.
Specs Map Size:128x128 Expansions: 12 Blue, 4 Gold XNT: One in the center Tileset: Custom (Uses elements from Ulaan and Shakuras)
Main and Natural have 8 mineral patches, Third has 7, Gold has 5. all expansions have two Vespene Geysers
Closeup Images + Show Spoiler [Closeup Images] +Center Outside a natural expansion Behind the third Behind another third Behind another third Main Behind another third/natural Gold expansion Third expansion
Links Dimish's case study on how Neo Enigma uses space
Neo Enigma used in ESL EU and NA map pools for April 2011
I can't believe I've finally finished this. I've probably dumped anywhere in between 30 and 40 hours over the course of the last month or so and I'm very happy to finally finish it. Internally the map went through many changes and I'd like to give special thanks to monitor and the rest of the iCCup mapmaking team, and the guys at Ever clan for helping me beta test. This map wouldn't be where it is now if it weren't for your guys' effort! Be sure to check out http://www.prodiGsc.com for all of my maps, http://www.twitter.com/prodiGsc to stay up-to-date on what I'm doing and be on the lookout for my stream! I streamed the last third or so of the work on this map and there will definitely be more to come in the future! All streaming will be done on the iCCup.TV #2 channel in the future!
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<3 enigma... hopefully we'll get to see this in the next PGW and in the next clan ep monthly as well :D
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Holy cow, looks awesome. We'll definitely be using this in our tournaments. Props to prodiG and the rest of the iCCup mapmaking team!
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Can't wait till it get's on eu so I can test it. It looks so fun, and I think I can say this on everyones behalf -thank you for the time and effort you put into this map!
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Neo Enigma is so much more SCII-ish that Enigma, which favored more macro games and not as much SCII shenanigans, which I'll admit are very fun. ^^,
Cross spawns seem as though they would be macro heavy, but idk, haven't played any games yet.
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This is the first map of you I deem not bad.
dumped anywhere in between 30 and 40 hours I guess these somewhat payed off.
The layout does have some issues, like the rotational symetry imbalance. And a probably super hard to stop slow tank push through the third if a terran spawn counter clockwise.
I think you went overboard with the aesthetics, performance wise.
cheers, madsquare.
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now this is GSL material. probably only 1 out of maybe 3 maps from iccup i would even bother sending into GSL for testing. perhaps you could get in touch with jon to see if he could reccomend it to someone?
10/10
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Beautiful map prodiG. Keep up the awesome work man - I honestly believe the ICCup team is really helping drive the community forward toward custom maps.
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the size seems to be good now, i'm gonna give this a try!
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dezi
Germany1536 Posts
I really like the rework. You did a great job there prodiG.
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this map is just beautiful
need it on europe asap
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On January 17 2011 20:41 Mereel wrote: this map is just beautiful
need it on europe asap It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D:
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this game performs so bad performancewise.
concerning the map: i really like how everything is so compressed, no useless space. think it is more interesting than the original with its rather linear expansions (1-3). looking forward to play it.
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United States9947 Posts
:o.... i love it. i also like how you have golds for the 3rd instead of regular crystals. its beautiful, keep it up prodiG!!!
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dezi
Germany1536 Posts
On January 17 2011 23:01 prodiG wrote:Show nested quote +On January 17 2011 20:41 Mereel wrote: this map is just beautiful
need it on europe asap It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D: How much doodads (effects) are there? ^^
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Looks pretty good. No backdoor nonsense, there's a choice of expanding towards or away from your opponent at your third, Xel'naga looks important. Only thing I'm not so keen on is the walls around the centre of the map. Every map seems so enclosed.
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SfOn January 18 2011 00:16 dezi wrote:Show nested quote +On January 17 2011 23:01 prodiG wrote:On January 17 2011 20:41 Mereel wrote: this map is just beautiful
need it on europe asap It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D: How much doodads (effects) are there? ^^ Just shy of 2500 not counting pathing. I wish this game was better optimized, deleting work because of stuff like this sucks.
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well, part of it might be that most of the games played on it have at least 8 observers lol :p
But part of it is that it's so intense.
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I like the Xel-Naga caverns-esque placement of the gold much better than the placement in the original Enigma. It might be a bit easy to take without rocks but I suppose it only being 5 patches makes up for that.
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On January 18 2011 03:35 prodiG wrote:Sf Show nested quote +On January 18 2011 00:16 dezi wrote:On January 17 2011 23:01 prodiG wrote:On January 17 2011 20:41 Mereel wrote: this map is just beautiful
need it on europe asap It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D: How much doodads (effects) are there? ^^ Just shy of 2500 not counting pathing. I wish this game was better optimized, deleting work because of stuff like this sucks.
How do you do pathing? I mean, I don't use doodads for it at all.
Otherwise; a really awesome map with stunning visuals!
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